Iron Horse trains - releases

Find and discuss all the latest NewGRF releases for TTDPatch and OpenTTD here.

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andythenorth
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Re: Iron Horse trains - releases

Post by andythenorth »

Iron Horse 3.4.0 now available on Bananas

3.4.0 Release

Changes
  • added medium length Livestock Wagons
  • added narrow gauge Edibles Tankers
  • added multiple medium length narrow gauge wagons, available around 1960
    • Acid Tankers
    • Aggregate Hoppers
    • Bolster Wagons
    • Box Vans
    • Bulkhead Flat Wagons
    • Covered Hoppers
    • Farm Products Wagons
    • Flat Wagons
    • Hoppers
    • Livestock Wagon
    • Mail Vans
    • Mineral Wagons
    • Open Wagons
    • Pressurised Tankers
    • Scrap Wagons
    • Tankers
  • replaced some generation 1 narrow gauge wagon sprites with sprites used for generation 3 in previous versions of Iron Horse
  • replaced some generation 3 narrow gauge wagon sprites with sprites used for generation 4 in previous versions of Iron Horse
Fixes
  • some wagon variants were parented to a group of the wrong railtype, leading to incorrect variant groups in the buy menu
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Re: Iron Horse trains - releases

Post by andythenorth »

Iron Horse 3.5.0 now available on Bananas

3.5.0 Release

Changes
  • added multiple narrow gauge wagon types
    • Merchandise Open Wagons
    • Merchandise Box Vans
    • Plate Wagons
    • Sliding Wall Vans
  • added medium narrow gauge wagons
    • Chemical Covered Hoppers
    • Randomised Hoppers
    • Randomised Mineral Wagons
    • Randomised Open Wagons
  • improved appearance of Livestock Wagons
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andythenorth
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Re: Iron Horse trains - releases

Post by andythenorth »

Iron Horse 3.6.0 now on Bananas

3.6.0 Release

Changes
  • added Intercity Express trains (very high speed, with distributed traction)
    • Alizé (inspired by TGV), 155 mph, 1900 hp per unit, available around 1987
    • Skeiron (inspired by Eurostar), 186 mph, 3200 hp per unit, available around 2006
  • added wagon types
    • Coil Carriers (as covered, asymmetric variant)
    • Sliding Roof Vans (as cube variant)
Docs
  • if a vehicle has dedicated trailers, show them on the vehicle details page (e.g. HSTs, railcars etc)
  • fixes to certain missing or broken sprites
  • added missing descriptions for some recently added engines
Fixes
  • corrected sequencing of trailer vehicles for very high speed trains, including with mixed mail and passenger trailers
  • improved handling of pantograph visibility for unpowered railcar trailers
  • 7 electric engines had diamond-shaped pantographs incorrectly positioned for some angles
  • buy menu rows were too tall due to an incorrectly sized empty sprite
horse-3-6-0-1.png
horse-3-6-0-1.png (138.2 KiB) Viewed 1178 times
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supermop
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Re: Iron Horse trains - releases

Post by supermop »

andythenorth wrote: 16 Feb 2024 16:09

horse-3-6-0-1.png

Those are some nice looking TIMs
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Stiui79
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Re: Iron Horse trains - releases

Post by Stiui79 »

I love this train set, my favourite.
But unfortunately I can't download it from the Content Server.
I am stuck on version 3.20.
PS. I saw that there is a test version of Iron Ibex, it looks very promising.
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Re: Iron Horse trains - releases

Post by kamnet »

Stiui79 wrote: 23 Feb 2024 17:37 I love this train set, my favourite.
But unfortunately I can't download it from the Content Server.
I am stuck on version 3.20.
PS. I saw that there is a test version of Iron Ibex, it looks very promising.
Update your version of OpenTTD.
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Stiui79
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Re: Iron Horse trains - releases

Post by Stiui79 »

kamnet wrote: 23 Feb 2024 18:45
Stiui79 wrote: 23 Feb 2024 17:37 I love this train set, my favourite.
But unfortunately I can't download it from the Content Server.
I am stuck on version 3.20.
PS. I saw that there is a test version of Iron Ibex, it looks very promising.
Update your version of OpenTTD.
Thanks
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andythenorth
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Re: Iron Horse trains - releases

Post by andythenorth »

Iron Horse 3.7.0 now on Bananas

3.7.0 Release

Not savegame compatible with Iron Horse releases before 3.3.0.

Changes
  • added wagon types
    • Enclosed Vehicle Transporters (variant of Vehicle Transporters)
    • MGR Hood Hoppers (variant of MGR Hoppers)
    • multiple types of Aggregate Dump Wagons, including a randomised version
    • multiple types of Aggregate Hoppers, including a randomised version
    • gen 3 large Express Van
  • improved appearance of Rock Hoppers
  • improved appearance of gen 5 Hoppers and High Side Hoppers
  • 'ARC' livery for Cheddar Valley diesel engine
  • split Car Transporters from Vehicle Transporters in purchase menu
  • allow Vehicle Transporters to refit to engineering supplies and farm supplies cargos
  • move the intro date for narrow gauge Sliding Wall Vans to 1975
Docs
  • (fix) provide missing default "blue" livery for snowplough and autocoach
Fixes
  • red tail lights were out of position if a vehicle was flipped
  • some vehicles had incorrect tail lights
  • Olympic railcar had incomplete restaurant car sprites for one livery
  • 6/8 narrow gauge pax and mail cars had missing pixels
Codechanges
  • moved all IDs for non-articulated vehicles out of the articulated ID range (IDs < 16384)
  • various interventions to prevent exhaustion of concurrent varaction 2 IDs
  • removed duplicate realsprites for symmetric vehicles of length < 8/8 (reducing grf size by about ~6 MB)
  • improved compile time
  • use consistent 'type_1', 'type_2', 'type_n' approach to similar base wagon types which use different gestalts to provide variants
  • skip unnecessary nmlc palette validation, saving potentially several seconds per compile
  • organise contents of src/vehicles into a sub-directory per roster
  • use dynamic imports for vehicle modules, reducing declarative boilerplate required to add engines and wagons
  • provide support for rosters to reuse wagon modules from another roster
  • provide reusable support for delegating vehicle spritesheet source to another vehicle, via input_spritesheet_delegate_id
  • switch release archive format from .tar to .zip, as it's much smaller and faster to upload to bananas with zip compression
  • removed some legacy Makefile targets and args
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Re: Iron Horse trains - releases

Post by andythenorth »

Iron Horse 3.8.0 now on Bananas

3.8.0 Release

Not savegame compatible with Iron Horse releases before 3.8.0.

Changes
  • added Chronos high speed mail railcar (and trailers), 120 mph, 2800 hp, available around 1991
  • added liveries for:
    • gen 5 High Speed Driving Van Trailer
    • gen 5 Mail Vans
Fixes
  • poor logic in a validation check caused a handful of wagons to have colliding numeric IDs
    • some wagons may have been missing from the game
    • some wagons would have been in wrong buy menu order, and/or variant groupings
  • hide type 2 reefer cars in simplified gameplay
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Re: Iron Horse trains - releases

Post by andythenorth »

Iron Horse 3.9.0 now on Bananas.

3.9.0 Release

Not savegame compatible with Iron Horse releases before 3.8.0.

Changes
  • added Nimbus express passenger railcar (and trailers)
    • 120 mph (140 mph on dedicated high speed rail)
    • 1500 hp on diesel power, 2500 hp on AC electric power
    • available around 1991
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andythenorth
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Re: Iron Horse trains - releases

Post by andythenorth »

Iron Horse 3.10.0 now on Bananas

[this run of releases is because I'm clearing out unfinished trains one or two at a time, nearly done]

3.10.0 Release

Not savegame compatible with Iron Horse releases before 3.8.0.

Changes
  • added Cyclone, AC electric, 2200 hp, 120 mph, available around 1994
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Re: Iron Horse trains - releases

Post by cAmeron »

How easy is it for you to add dual voltage to the Skeiron to act like the older Class 373s that ran to London Waterloo. I absolutely love this train set. Also, do you have a backlog of engines/wagons that you are planning on adding and what you're thinking of adding based on real life engines and wagons?
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Re: Iron Horse trains - releases

Post by andythenorth »

cAmeron wrote: 03 Mar 2024 23:10 Also, do you have a backlog of engines/wagons that you are planning on adding and what you're thinking of adding based on real life engines and wagons?
Iron Horse is almost complete at this point (that has been said before, but eh, there's really not much left I want to add) :)

Currently I'm working on a set of narrow gauge engines and railcars for around 2010, then Iron Horse is pretty much done.
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